luxko
luxlyu.com
luxko
@luxlyu.com
Programming games and stuff.
Previously HAAK(https://store.steampowered.com/app/1352930/HAAK/)
Just fixed a nasty bug in my visibility mask calculation. Now my SSGI based on #RadianceCascades looks really nice and stable! GI pass takes ~3.5ms when targeting 4k on RTX4080 rn. Scene is lit only with direct sunlight + GI from SSRC, no ambient. #IndieDev #graphicsprogramming #IndieGameDev
December 2, 2025 at 5:10 PM
Getting textures into my vulkan renderer.. #GraphicsProgramming #indiedev #indieGameDev
December 1, 2025 at 5:51 PM
Adding materials to my renderer, one brdf at a time... Here goes a golden(?) bike. #graphicsprogramming #rendering #indiedev #gamedev
November 26, 2025 at 6:33 PM
November 25, 2025 at 3:47 PM
Materials turned out to be hard. But I'm making progress! I guess.. Here is me trying to fit LTC to some ggx brdf. Auto differentiation in Slang is nice. #graphicsprogramming #indiedev #indiegamedev
November 19, 2025 at 12:07 PM
Ok I'm pretty satisfied with my SSRC implementation now. Next step: add some actual materials. #IndieGameDev #IndieDev #graphicsprogramming #RadianceCascades
October 15, 2025 at 5:04 PM
I really should've been doing more productive stuff, but playing with artifacts of RC has been too interesting.. #GraphicsProgramming #RadianceCascades #IndieDev #IndieGameDev
October 13, 2025 at 6:00 PM
Ok I think I've fixed all major issues in my screenspace #RadianceCascades implementation. Still barebones, but I'll revisit this after working on other parts of the renderer. #graphicsprogramming #indiegamedev #indiedev
September 26, 2025 at 2:18 PM
Some more progress on my screenspace #RadianceCascades implementation. Currently costing ~7ms on RTX 3060 laptop when targeting 1440p. Approximately half of the cost is from the final gathering stage, there must be some way to furthur bring down the cost there. #indiedev #indiegamedev
September 26, 2025 at 5:26 AM
Fixing more issues in my screenspace #RadianceCascades implementation. Merging still seems problematic though. #graphicsprogramming #indieGameDev
September 25, 2025 at 6:10 PM
Learning more about SSRC. It's almost kinda working now!.. Cascades start from a 8x8 downsampled frame buffer, so generation can be pretty fast, ~1ms on my setup. The outputs(e.g. P3/P4) need to then be gathered(upsampled) to screenres, rn that part is very slow. #graphicsprogramming #indiedev
September 24, 2025 at 12:24 PM
Wrote my first #shadertoy shader. It's about a generalized version of Z-curve that can handle non-square, non-power-of-two domains. Inspired by "Generalised 3D Morton and Hilbert Orderings" by David Walker. #GraphicsProgramming #shader
September 13, 2025 at 7:20 AM
Implementing basic PCF for my virtual shadow map. Looks stable enough to me now! #graphicsprogramming #gamedev #IndieGameDevs
September 9, 2025 at 6:54 PM
Implementing virtual shadow clipmaps in my new renderer. Having stable shadow texels under camera movement with bounded memory consumption is pretty nice. The actually committed tiles are highlighted in the later half of the video. Next goal: PCF. #graphicsprogramming #indiedev #indiegamedev
September 9, 2025 at 2:37 PM
More progress on my SSAO implementation: the noises/fireflies are almost all gone now! It's still pretty heavy though: 4x8 taps per pixel to generate the initial AO data using visibility masks, then another 2pass 5x5 taps using guided denoising. But it looks pretty nice! #indiegamedev #indiedev
August 24, 2025 at 10:26 AM
Making progress on my ssao implementation: tried to use guided image filtering for denoising today, results look promising. Still not sure how to prevent flickers without comprosing some depth details though... #graphicsprogramming #indiegamedev #screenshotsaturaday
August 23, 2025 at 8:59 PM
Adding SSAO to my new renderer. I think the raw ao output looks OK now, need to look into filtering next. #graphicsprogramming #vulkan #IndieGameDev
August 21, 2025 at 7:18 PM
Making progress on my new Vulkan renderer. It's starting to look like an actual engine now!.. #indiedev #gamedev #graphicsprogramming
August 15, 2025 at 6:51 PM
Learning radiance cascades. #graphics #indiedev
July 9, 2025 at 2:59 PM
IMGUI is very easy to setup from code, but as the UI logic gets more complicated, it's easy to get lost in thousands of lines of UI code. But with a cache layer similar to Ryan Fleury's, the cached states can be captured and replayed, making them more debuggable as well.
June 24, 2025 at 2:54 PM
Simple shape morphing with SDF, seems pretty neat. The intermediate shapes are not pretty, but by easing the lerp timing with the smoothed union distance of the two shapes, we can hide the ugly lerped contours with quick motion while still maintaining the overall smoothness. #indieDev
June 11, 2025 at 5:56 PM
Ported a sdf font renderer to the new codebase. I'm a bit surprised by how well it holds up with minimal rebaking, compared to the previous visibility-based one with 32xsubpixel AA, which of course still wins under tiny sizes, but for other cases I think it might worth switching to sdf. #indieDev
June 10, 2025 at 5:05 PM
The ground is buggy, the banding looks distracting, the sun doesn't look right... but still, I'm very happy that I got a single-scattering, dynamic sky working in my new renderer. #GraphicsProgramming #realtimerendering #indieDev
June 3, 2025 at 4:15 PM
Preparing a gui template for future projects.
- A functioning UI lib, obviously.
- Searchable Command Palette.
- CPU/GPU Profiler.
- Localization.
- Configuration persistence.

What else should be added to the basic function set? Perhaps I should add asset hot-reloading next..#indiedev
May 13, 2025 at 6:09 AM
Writing my own FFmpeg wrapper reminds me yet again of how powerful today's computers are. Scrubbing through 1080p feels like nothing. My laptop can even handle 8K@60fps playback with just the cpu decoder, scrubbing is clunky though. Curious how the vulkan decoder would perform.
April 5, 2025 at 7:49 PM